Arena: Oasis Arena
It's basically a purpose built Pokemon arena with a difference: It has an Oasis in the middle of the arena. The Surface of the arena is sand & diggable, while the actual semi-lake that the oasis is positioned near the middle of the arena, to the right of where the challenger stands. On the other side are the grandstands. The arena has the same dimensions as a normal arena. The default weather is Clear & the only Weather that can take effect is Sun & Sandstorm.
Summary: Arena with Oasis, Diggable sandy surface, Oasis positioned near the middle of arena. Default weather: Clear, it can never hail or rain here.

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No items
Switch=KO
All abilities

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fat Lord Jesseus said:

Epsilon the Shinx(Move your mouse to reveal the content)Epsilon the Shinx (open)Epsilon the Shinx (close)

Abilities:Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.Guts: (DW) (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Abilities:Compouneyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.Swarm: (DW) (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Type:Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Stats:
HP: 80
Atk: **
Def: *
SpA: *** (+1)
SpD: *
Spe: 80 (-15%)

EC: 0/6MC: 0DC: 0/5Abilities:Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.Shed Skin (DW): (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Attacks:
Bubble(*)
Charge(*)
Tackle(*)
Thundershock(*)
Detect(*)

Counter(*)
Mirror Coat(*)
Signal Beam(*)

Thunder Wave(*)
Thunderbolt(*)
Scald(*)

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fat Its_A_Random said:

Team(Move your mouse to reveal the content)Team (open)Team (close)

Colosshale Megawhal (M)
Nature: Adamant

Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.

Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.

Heat Rampage (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)

Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Abilities:
Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.

Simple: (Innate) This Pokemon innately exaggerates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.

Own Tempo (DW): (Innate) This Pokemon moves at its own pace and cannot be confused by any method.

Wow Colloshale is actually amazingly fast...
And holy fuck that is the scariest thing ever. It has Earthquake.
CRAPCRAPCRAP
Ok Team thisll be tricky, at least we have shinx's Intimidate on our side. If he Earthquakes, I want Joltik and Pilcowatt to protect and counter respectively while Shinx uses Thunder Wave on it. If not, those two should just ThunderThunderbolt it instead.
edit: ah yes, that's right, I thought there was meant to be something to keep triples a little more balanced... I've removed the last action then.

Moderator

"Hmmm...It seems he is after Megawhal, yet he forgot to take Tormeldon into account..."

"Alright, troops align! We seem to be up against a Mono-Electric Side! Good. Anyways, it wouldn't be safe to use Earthquake, since that would only hurt my members as well, but luckily, we have other ideas! First, I want Megawhal to launch a Mud Bomb at Epsilon & blind that thing in the face, enough so it doesn't know where you are, although you won't have much room to move in the oasis. While Megawhal is sadly being used as a punching bag, I want Firmoise to create an ordinary Substitute (20%), & then I want Tormeldon to position himself in front of Megawhal, ready to take the Thunderbolts & retaliate with Earth Power. Luckily it won't affect our side, but it will affect theirs..."

"On to the second & final action of the round, & Megawhal will probably be paralysed, but not to fear. Firmoise, cosy behind his decoy, should try & launch a Seed Bomb at Delta. Then it will be Tormeldon next & he should still try & bodyguard Megawhal from electric assaults, but still, he should roast Omicron with Flamethrower, & to round things off, our (Wounded) Megawhal should try & rock the opposition with Rock Slide."

First of all, Megawhal uses Mud Bomb on Epsilon, but it fails to lower accuracy. Next, one after the other, Delta and Omicron use Thunderbolt. But, Tormeldon has positioned himself in front of the attacks! Being slow, he only manages to absorb Joltik's attack, but that definitely extended the life of his partner! Epsilon manages to fire a Thunder Wave/B] at Megawhal successfully however, and it becomes paralyzed! Firmoise uses the chaos to use Substitute, and the round ends with Tormeldon using Earth Power(Earth Power is a move where the target focuses energy to make the ground flare up, so no damage reduction) on Delta.

This time, Tormeldon realises the dangers of Delta's Thunderbolt, and protects Megawhal successfully against it rather than Omicron's. Epsilon just uses Thunder Wave again to no effect. Snuggling well behind a Substitute, Firmoise uses Seed Bomb on Delta, Tormeldon uses Flamethrower on Omicron and finally, Megawhal uses Rock Slide to round out the turn.

Excuse me but since when does Earth Power hit multiple targets?
Anyway, I don't think we can comeback from this but nonethless...
Shinx, I want you to hump over Numel and hit the whale with Wild Charge. Joltik, hit Numel with Energy Ball and Pilcowatt use Scald.
Joltik, use Protect against Rock Slide while the others repeat their moves.
edit: yes, Earth Power is single target, confirmed on irc. So unless there's some special exception or circumstance I'm missing here, I think I'd like to call for that round to be redone.

Moderator

Redo the first round, with Delta the Earth Power Target, then make the second Round Earth Power targets hit in a priority order of Epsilon, Delta & Omicron, changing targets when one faints. A matter of a simple edit to undo the EP damage on Omicron & Epsilon in the first round & continue. My bad for not knowing EP's target...

Delta is first to move, with a swift Scald targeting Tormeldon. That must have stung! This is followed by Omicron using Energy Ball on Tormeldon. Epsilon does a flying leap, and with a Wild Charge strikes Megawhal. Firmoise, still cosily enjoying life, uses Seed Bomb on Delta, leaving it barely alive, and Tormeldon uses Earth Power on Epsilon. Megawhal attempt sto use Rock Slide, but is fully paralyzed!

Ok, let's just try and get rid of the whale so we can at least kill something. Shinx, using your speed, run past any obstacles (ie Numel) and Wild Charge at Colloshale. Joltik, you have considerable speed also; just quickly position yourself so that you can let off a successful Thunderbolt without Numel getting in the way. If it seems unavoidable, or if Colloshale is already gone, just Energy Ball Numel.
Second Action, Shinx will most likely be gone, but if not use Ice Fang on Turtwig. Joltik use Energy Ball, priority: colloshale, Numel, Turtwig.

Moderator

Shouldn't Scald be absorbed by Megawhal due to Storm Drain? Oh, wait...

Anyways, Megawhal, start by Sucker Punching Epsilon & get him over & done with. Firmoise, if Megawhal's attack fails, then fire a Seed Bomb at Epsilon & send him into oblivion, otherwise Leech Seed our last opponent: Omicron, & put a timer on him. To cap off action one, Tormeldon should roast Omicron with Flamethrower.

On to action two, & Firmoise should ramp up the damage to Omicron by inflicting Toxic Poison on her, Tormeldon should fling existing rocks from before at Omicron by using AncientPower, & Megawhal should round out with a Rock Slide, using the rocks from AncientPower...If you're still alive...

I thought about it(Storm Drain), but I decided to deviate from mechanics with this one due to common sense purposes. Storm Drain is based around water being pulled towards it. Numel is standing right in front of Megawhal to protect it, and things which are attracted don't go up and down an obstacle, they instead hit the obstacle head on. THis particular obstacle isn't fast either.

Epsilon prepares a Wild Charge, and begins to run forward. This is intercepted by a Sucker Punch from Megawhal! THis is too much for Epsilon to bear, and it falls down in a dead faint. Omicron attempts revenge, but realising Tormeldon is protecting Megawhal, chooses to ENergy Ball it. Firmoise takes the chance to use Leech Seed on Omicron, and Tormeldon uses Flamethrower, which leads to a burn!

The next turn, Omicron uses ENergy Ball on Megawhal, leaving it barely conscious. Firmoise, safe, uses Toxic on Omicron. THis is followed by Tormeldon's AncientPower, and Megawhal's Rock Slide, leaving it just hanging on.

Moderator

Alright, Firmoise, Megawhal, you two have KO Counters, now let Tormeldon have one!

Firmoise, Curse yourself up for a boost, Then Tormeldon, I want to to roast that Omicron with Flamethrower & wrap this up once & for all. Megawhal I want you to pointlessly Leer Omicron if she's still alive.

If for some reason, Omicron is still alive, for example, via Disable, then we'll have to do a second action! In that case, Firmoise Curse again, Tormeldon, use AncientPower to hopefully, deliver the final blow, & Megawhal can chill, if by some margin, he's still alive.

Might as well go out with a bang. With all your speed and agility, get around that fucking camel and fire an energy ball at Megawhal.
If by some impossible miracle you survive, energy ball again with priority megawhal, then numel

Omicron is the fastest to move, with a quick run around Tormeldon to use Energy Ball. Megawhal holds out very weakly, and FIrmoise chooses to boost up behind its Substitute, with a Curse. Tormeldon uses AncientPower to end the game with a bang of a critical hit!

Rewards
I get 6 RC.
IAR gets 2 TC. Each of his Pokemon get 1 EC, 1 DC, 2 MC and 1 KOC.
LJ gets 2 TC. Each of his Pokemon get 1 EC, 1 DC and 2 MC.

Wait... how did Energy Ball do 20 damage the first time but this time do less than 14...?
Oh well, good game IAR. Those Rock Slides caused me some pain, damn multi-hit. I'm annoyed that a Tiny camel can take so many attacks directed a whale but eh...

Moderator

gg Lord Jesseus, looks like it's 1-1 between us two now...Thank you for reffing DW, fairly good concise read, just don't forget to change the prefix of the thread...All in all, a fun game of triples, now to claim...